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Build 211 coming up. I'd like to drive this to a release soon.  XML
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TheDruidXpawX

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Joined: 12/19/2004 18:32:13
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So, I think we're very close to being able to announce this as more of a release.

What's everyone's thoughts on this?

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Szlat

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I couldn't put the invulnerability sphere fix in last night, due to network problems. After that, I think so.

I haven't done anything about the "linking to a link turret" problem yet. I think we need to think through what we want in a bit more detail first.

And I am not entirely happy with blocks yet.

But those can be sorted out later. They are playable at the moment.
BotFodder

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I wonder if for the "release" of 211, perhaps Engineer and all the Engineer skills should be ... "commented out" of the configuration file? Perhaps with a note that says "Use/Play at your own risk?"

Only you and Szlat can say "it's good enough", but I get the impression that some of the code isn't *quite* where everyone prefer that it be.

Other than the thread started by the USG server guys about loosing some of their skills after Ghost (something that I'm fairly certain we've never seen, even back when we were running 200 - I did a search or two in the DC forums and didn't see anything about it), I don't know of any issues aside from some of the Engineer stuff that could be considered "unresolved".

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Shantara

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Szlat, what would gets blocks to the point where you are happy with them? I think we can wait on a release for that if you'd feel better about it, but other than the blocks (and the invuln update), I think we're good to go.

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Szlat

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I have put a change into cvs today which seems to work a bit better. Blocks clientside seem to get removed (so you can't walk through them), and do not seem to float or slide anymore - but I could only do limited testing. With more people playing, higher pings and packet loss, it may not be so good.
Blocks also seemed to fall a bit better when no longer supported, but still overlap a bit.

I did seem to get some ReduceDamage logs for injured is None. I didn't know if this was due to the change I had put in, so I modified the Block TakeDamage, and didn't get anymore after that - but that may be coincidence. Those logs may be totally unrelated anyway. But that is why there is now TakeDamage code in the block.

So, I suggest you see how these perform. If ok, fine. If not, then possibly go back to the old blocks, but release with blocks configured out in the rpg.ini.
BotFodder

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On a good note, I finally figured out a hack that fixed people ghosting out of water still taking damage. I gave it some perfunctory testing.

It feels like a hack, and follows the assumptions:

1. Since Ghost now takes you to your final destination, which should be a spawn point ...
2. And assuming all spawn points on a map are *not* underwater ...
3. It sets the "BreathTime" to -1, which is what is supposed to eventually happen if the physics were all working right, and causes the BreathTimer to not work.

However, calling the event functions directly that are supposed to set this value appropriately wasn't working.

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